Difference between revisions of "AI War:Ships and Structures"
Mad Rubicant (talk | contribs) (→Champions and Modular Fortresses: + bits from Aeson) |
Mad Rubicant (talk | contribs) (→Champions and Modular Fortresses: fix missiles derp; complete and correct modules table) |
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These are only available with the [[AI War - Ancient Shadows|Ancient Shadows]] expansion. | These are only available with the [[AI War - Ancient Shadows|Ancient Shadows]] expansion. | ||
− | '''''Light/Heavy Modules on Champion Ships | + | '''''Light/Heavy Modules on Champion Ships''''' |
{| {{AIWarTableHeader}} | {| {{AIWarTableHeader}} | ||
! Light/Heavy !!Human!!Zenith!!Spire!!Neinzul | ! Light/Heavy !!Human!!Zenith!!Spire!!Neinzul | ||
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<br> | <br> | ||
− | '''''Module Compatibility for Champions and Modular Fortresses | + | '''''Module Compatibility for Champions and Modular Fortresses''''' |
{| {{AIWarTableHeader}} | {| {{AIWarTableHeader}} | ||
! Module!!Human!!Zenith!!Spire!!Neinzul | ! Module!!Human!!Zenith!!Spire!!Neinzul | ||
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| Insanity Inducer||X||X||X||√ | | Insanity Inducer||X||X||X||√ | ||
|- | |- | ||
− | | | + | | Nanosubverter||√||√||X||X |
+ | |- | ||
+ | | Paralyzer||√||√||X||X | ||
|- | |- | ||
| Polariser||X||√||√||X | | Polariser||X||√||√||X | ||
|- | |- | ||
− | | Rail Cannon|| | + | | Rail Cannon||√||X||√||X |
|- | |- | ||
| Translocator||X||X||√||√ | | Translocator||X||X||√||√ | ||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| '''Heavy Modules''' | | '''Heavy Modules''' | ||
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|- | |- | ||
| Heavy Beam Cannon||√||X||X||X | | Heavy Beam Cannon||√||X||X||X | ||
+ | |- | ||
+ | | Photon Lance||X||X||√||X | ||
|- | |- | ||
| Plasma Seige Cannon||X||X||√||X | | Plasma Seige Cannon||X||X||√||X | ||
|- | |- | ||
− | | Rail Cluster|||||||| | + | | Rail Cluster||X||√||√||X |
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
− | <sup>*</sup>Needler, Laser Cannon, MLRS, and Shield Modules are always available for champions; Missile Modules are available after spending one unlock point. All other modules are unlocked by successfully completing nebulae. Higher marks of Needler, Laser Cannon, MLRS, and Missile Modules for modular fortresses are unlocked via the corresponding turret unlocks. Higher marks of Shield Modules for modular fortresses are unlocked via ordinary (non-hardened) force field unlocks. All other modular fortress modules are unlocked with the corresponding champion modules. Modular fortress modules never exceed Mark III. Missile Modules are | + | <sup>*</sup>Needler, Laser Cannon, MLRS, and Shield Modules are always available for champions; Missile Modules are available after spending one unlock point. All other modules are unlocked by successfully completing nebulae. Higher marks of Needler, Laser Cannon, MLRS, and Missile Modules for modular fortresses are unlocked via the corresponding turret unlocks. Higher marks of Shield Modules for modular fortresses are unlocked via ordinary (non-hardened) force field unlocks. All other modular fortress modules are unlocked with the corresponding champion modules. Modular fortress modules never exceed Mark III. Missile Modules are heavy for champions but light for modular fortresses. |
== Guardians and Guard Posts == | == Guardians and Guard Posts == |
Revision as of 20:29, 12 January 2013
Contents
Fleet Ships
Fleet ships will form the backbone of your fleet. Numerous and cheap to make, you start with the Fighter, Bomber, Missile Frigate, and an additional bonus ship type for each homeworld you start with. The AI starts with at least one bonus ship, or two bonus ships if the difficulty is 7 or above (See here for more details.)
The basic mechanics of fleet-ship balance revolves around the Ship-Triangle, where ships types have damage bonuses against each other. In this, Fighters beat Bombers beats Missile Frigates beats Fighters:
Fighter | Inexpensive, with a small attack range. |
Bomber | Inflicts high damage on heavy defenses. Best ship class for hitting force fields and the final AI command stations. |
Missile Frigate | Fires powerful, long-range missiles, but has a very slow reload time. |
Most bonus ship-types either place themselves in-relation to this triangle, or provide some new role not previously available. The various fleet-ships unlockable by the player can then be roughly categorised by their roles below. Note that some ship-types are versatile and have been listed in multiple categories, and that the Triangle-Ship counter are highly ship-type dependent:
Fleet Roles | Sub-types | Ships list |
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Fleet combat | Role: Brawling (archetype: Fighter)
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Role: Damage-soaker (archetype: Shield Bearer)
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Role: AOE-attack (archetype: Electric Shuttle)
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Assault-craft | Role: Assault (archetype: Bomber)
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Sub-Role: Alternative
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Long-range | Role: Fleet-oriented (archetype: Missile Frigate)
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Sub-role: Kiting ships (archetype: Raptor)
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Sub-Role: Super-sniping (archetype: Sniper)
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Strike-teams | Role: Assassination (archetype: Eye Bot)
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(Top-ranks lean towards anti-light, e.g. fleet-ship combat)
(Bottom-ranks lean towards on anti-heavy, e.g. neutering) |
Role: KO-ships
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Role: Teleportation (archetype: Teleport Battle Station)
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Support ships | Role: Fleet-support (archetype: Munitions Booster)
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Simple boosters:
Damage redirection:
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Role: Disablers
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Paralyse/Remove attacker:
Slows/stops attacker (but not damage):
Tractors: | |
Role: Reclaimers (archetype: Parasite)
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Starships
Starships are large centerpieces that you build your fleet around.
Most Starships have extra abilities to boost your fleet or increase your strategic options.
While a single starship has vastly more health and damage dealing potential then a single fleet ship, a ship-cap of starships has roughly twice the health and half the dps of a ship cap of an equivalent Mark of fleet ships.
The following Starships can be build at the Starship Constructor:
Starship | Role |
---|---|
Light Starship (Mk I) Flagship (Mk II) Zenith Starship (Mk III) Spire Starship (Mk IV) |
A front line combatant to stiffen your fleet. Boosts the attack power of nearby units. |
Bomber Starship | Fast, tough starship that cannot attack small targets, including most fleet ships. |
Cloaker Starship | Equipped with a Cloaking Super-Booster, this ship can grant cloaking to ships near it that do not have it themselves. |
Leech Starship | Starship that reclaims enemies. Reclaimed ships are converted to your side and join your fleet. |
Neinzul Enclave Starship | Starship that can build the same units as a Space Dock but can build them anywhere, even outside of Supply. |
Plasma Siege Starship | Starship that excels against large ships and structures. Also does massive engine damage to multiple ships when it attacks. Specializes in attacking Force Fields. |
Raid Starship | Extremely fast Starship designed for raiding. Is Immune to Black Hole Machines and Tractor Beams. Is also Immune to Force Fields and can attack enemy units protected by them. |
Riot Control Starship | Starship designed to counter swarms of smaller ships. Can be equipped with various modules to customize its loadout. Does moderate Engine Damage. |
Scout Starship | An unarmed, cloaked Starship designed for scouting. Is immune to anything that would slow it down or block its path. |
The following Starships can be build at captured Core Fabricators:
Starship | Role |
---|---|
Core Starship (Mk V) | A front line combatant to stiffen your fleet. Boosts the attack power of nearby units. Is the Mark V ship in the basic starship line that begins with the Light Starship. |
Beam Starship | A starship equipped with a powerful beam weapon. Fires the Zenith Beam Weapon. |
Warbird Starship | A fast starship equipped with a burst weapon for attacking multiple ships at once. |
The following Starships are non-combat support ships:
Starship | Role |
---|---|
Decloaker | A mobile Tachyon Beam Emitter with a massive range for revealing Cloaked units. |
Transport | An unarmed but fast and heavily armored ship for carrying smaller units. Is immune to Tractor Beams and Mines. |
The following Starships are part of the Fallen Spire Campaign:
Starship | Role |
---|---|
Spire Frigate | The smallest of the Spire's combat ships. Mounts a powerful Spire Beam Weapon designed for engaging Starships and Heavy Defenses. |
Spire Destroyer | A medium Spire combat ship. The smallest Spire ship that can mount weapon and shield modules. |
Spire Cruiser | A medium-large Spire combat ship. Can mount more powerful weapon and shield modules. |
Spire Battleship | A large Spire combat ship. Can mount the most powerful weapon and shield modules. |
Spire Dreadnought | A gigantic Spire combat ship. Can mount several of the most powerful weapon and shield modules. |
Spire Super Dreadnought | A stupendously large Spire combat ship that can only be built outside our galaxy. Mounts many of the most powerful weapon and shield modules. |
The following Starships are only available to the AI or a non-controllable Minor Faction:
Starship | Role |
---|---|
AI-Neinzul Hybrid | A strange fusion of AI technology with Neinzul Youngling biology. The primary actor of the Hybrid Hives minor faction. |
Avenger | A massive, mobile space station that the AI sends after you in retaliation for destroying an AI Home Command Station. Enabled by the Avenger AI Plot. |
Beachhead | A highly disruptive structure that the AI has a chance of sending along with its waves. Enabled by the Beachheads AI Plot. |
Carrier | A storage location for AI ships when there are too many located in a single star system for the AI to keep online. Once activated, it carries its cargo towards human territory. |
Hunter/Killer | Extremely strong starship that the AI sends from outside the galaxy to attack human territory once the AIs concern at the Human alliance with the Fallen Spire has reached unacceptable levels. |
Mothership | A colossal armed planetoid that the AI sends when even the Hunter/Killer is not enough. |
Neinzul Preservation Warden | The Wardens are enthralled by the beauty of the celestial realm and horrified by the human's rapid resource extraction and use of nuclear weapons and will attack humans for their affront against the sanctity of space. Enabled by the Neinzul Preservation Wardens minor faction. |
Neinzul Roaming Enclave | The Neinzul who have not allied with either the Human or the AI forces roam space trying to survive. Enabled by the Neinzul Roaming Enclaves minor faction. |
Turrets
Turrets are immobile, Human-only defensive structures:
Turret | Description |
---|---|
Basic Turret | Inexpensive, basic defense for planetary bases. |
Counter Dark Matter Turret | Negates all Dark Matter weapons fire in a radius around itself. Most commonly used to counter AstroTraims. |
Counter Missile Turret | Negates all Missile weapons fire in a radius around itself. |
Counter Sniper Turret | Negates all Sniper weapons fire in a radius around itself. |
Flak Turret | Short range turret that fires exploding canisters for taking out swarms of lighter ships. Only has its attack power reduced by 25% by friendly Force Fields. |
Gravitational Turret | This turret slows the Move Speed of enemy ships in a radius around itself. |
Heavy Beam Turret | This turret is armed with a massive long-range beam cannon. |
Laser Turret | This turret fires powerful lasers at a moderate range. |
Lightning Turret | Emits an Electrical Blast in a radius around itself. Only has its attack power reduced by 25% by friendly Force Fields. |
MLRS Turret | Fires multiple, mid-powered rockets. |
Missile Turret | Fires high powered and extremely long ranged missiles but has a slower reload time. |
Sniper Turret | Fires Sniper Shots that can target any ship in the same system. |
Spider Turret | Fires Sniper Shots that can target any ship in the same system and damage the engines of any target it strikes. |
Tachyon Beam Emmitter | Emits tachyon beams around itself to reveal cloaked ships. |
Tractor Beam Turret | Emits Tractor Beams that lock on to enemy ships and immobilize them. |
Champions and Modular Fortresses
These are only available with the Ancient Shadows expansion.
Light/Heavy Modules on Champion Ships
Light/Heavy | Human | Zenith | Spire | Neinzul |
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Frigate | 6/2 | 6/2 | 2/3 | |
Destroyer | 12/3 | 8/4 | 4/5 | 6/2 |
Cruiser | 16/4 | 10/6 | 6/7 | 6/4 |
Battleship | 20/5 | 12/8 | 8/9 | 8/5 |
Module Compatibility for Champions and Modular Fortresses
Module | Human | Zenith | Spire | Neinzul |
---|---|---|---|---|
Light modules | ||||
Needler* | √ | √ | √ | √ |
Laser Cannon* | √ | √ | √ | √ |
MLRS* | √ | √ | √ | √ |
Acid Jet | X | √ | X | √ |
Doom Accelerator | √ | X | X | √ |
Flak | √ | √ | X | X |
Impulse Reactor Cannon | X | √ | √ | X |
Insanity Inducer | X | X | X | √ |
Nanosubverter | √ | √ | X | X |
Paralyzer | √ | √ | X | X |
Polariser | X | √ | √ | X |
Rail Cannon | √ | X | √ | X |
Translocator | X | X | √ | √ |
Heavy Modules | ||||
Missile* | √ | √ | X | √ |
Shield* | √ | √ | √ | √ |
Bomber Bay | √ | √ | X | √ |
Interceptor Bay | √ | √ | X | √ |
Slicer Bay | √ | √ | X | √ |
Heat Beam | X | √ | X | X |
Heavy Beam Cannon | √ | X | X | X |
Photon Lance | X | X | √ | X |
Plasma Seige Cannon | X | X | √ | X |
Rail Cluster | X | √ | √ | X |
*Needler, Laser Cannon, MLRS, and Shield Modules are always available for champions; Missile Modules are available after spending one unlock point. All other modules are unlocked by successfully completing nebulae. Higher marks of Needler, Laser Cannon, MLRS, and Missile Modules for modular fortresses are unlocked via the corresponding turret unlocks. Higher marks of Shield Modules for modular fortresses are unlocked via ordinary (non-hardened) force field unlocks. All other modular fortress modules are unlocked with the corresponding champion modules. Modular fortress modules never exceed Mark III. Missile Modules are heavy for champions but light for modular fortresses.
Guardians and Guard Posts
This page is updated for game version 5.035 and should still be correct |
The AI currently have no Turrets to defend their planets with. Instead, they employ large structures called Guard Posts and unique ships called Guardians (the number and variety depends on difficulty). Many of these will have abilities or characteristics that players will want to watch out for before they commit to an attack. This applies especially to Counterattack Guard Posts and EMP Guardians, whose abilities do not add to the defense of an AI planet, but a subsequent counter-offensive.
A short-list of assets will be provided here soon.
Military Structures
Economic Structures
Golems
This page is updated game version 5.050 and should still be correct |
Golems from the Zenith expansion come in two flavours: broken wrecks of the ancient Zenith empire that can be utilised by players (and AI-versions that may appear under select circumstances), and the survivors who may interact with both players and AIs in different ways.
In order to use a golem wreck, players must repair it and also constantly maintain it once they bring it online. This is because golems have constant attrition damage to themselves unless they are put in low-power. The attrition will slowly bring its health down to 1 (it will not kill the golem by itself) usually over a span of 2 hours except for the Cursed Golem.
Note that when playing against the AI-type Golemites, their healths are a fraction of the player based golems. this is 50% of normal value except for Botnets, which are 10%.
A rule of thumb on maintenance costs: an Artillery Golem (10M m+c) will cost ~350 metal and crystal per second (in addition to energy costs) to keep online. This is calculated via (0.25)*(build cost)/(attrition time). Between Unity release and 5.046, this rate has been reduced by Engineers in a ratio with their repair rate - this exploit has been fixed in 5.050.
Broken Golems | Descriptions | 5.035 "nominal" maintenance cost per sec |
---|---|---|
Armored Golem | A heavily armoured golem suitable for frontal assault. | 1041.67 |
Artillery Golem | Siege artillery with a powerful, infinite range attack against large targets. | 347.22 |
Black Widow Golem | Carries paralysing tractor beams for superb riot-control. | 868.06 |
Botnet Golem | Reclaimer - converts masses of enemy fleet-ships into zombies. | 1388.89 |
Cursed Golem | Powerful infinite range attacks, but attritions faster than other golems. | 694.44 |
Hive Golem | Produces and stores Wasps for release in swarms. (NB: 1 wasp every 2 seconds.) | 694.44 |
Regenerator Golem | Resurrects other player ships when they are destroyed on the same planet, at a cost to its own health. | 208.33 (equiv. 27.8K HP, has bonus of 1/10 repair cost) |
Golems of Minor Factions | Descriptions | |
Devourer Golem | A lone vessel that traverses the galaxy, consuming any non mark-V military ships (mobile ships with weapons and scouts) it encounters, player or AI. Triggers AI alert. | |
Dyson Sphere | A stationary golem at the edge of a system. Produces powerful Dyson Gatlings that have different alliances depending on who owns the planet. | |
Mining Golem | Fleets of minor golems will periodically travel to a planet in the galaxy, and consume all of its metal and crystal deposits in order to maintain their vessels. | |
Trade Ship | A lone vessel that traverses the galaxy, who will sell unique structures to the player (at exorbitant prices) or AI (for no cost?!). |
Astrotrains